A Developmental Lens for Designing Virtual Worlds for Children and Youth IJLM
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FORMULATIONS & FINDINGS A Developmental Lens for Designing Virtual Worlds for Children and Youth IJLM Laura Beals Abstract Eliot-Pearson Department of Child Development Tufts University [email protected] Virtual communities have been extensively examined—including their history, how to de- Marina Umaschi Bers fine them, how to design tools to support them, Eliot-Pearson Department of Child Development and how to analyze them. However, most of this Tufts University research has focused on adult virtual communi- [email protected] ties, ignoring the unique considerations of vir- tual communities for children and youth. Young people have personal, social, and cognitive dif- Keywords ferences from adults. Thus, while some of the virtual worlds existing research into adult virtual communities virtual communities may be applicable, it lacks a developmental lens. children and youth Based on our work of designing and research- technology ing virtual worlds for youth, we describe six computers important aspects of virtual worlds for children, with each aspect manifesting itself differently at each stage of human development: (1) purpose, (2) communication, (3) participation, (4) play, (5) artifacts, and (6) rules. By understanding how these six aspects impact youth virtual communi- ties, researchers will be better able to evaluate and design them. Visit IJLM.net doi: 10.1162/ijlm.2009.0001 © 2009 Massachusetts Institute of Technology Published under Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 Unported license Volume 1, Number 1 Beals and Bers / Virtual Worlds for Children 51 FORMULATIONS & FINDINGS Introduction such as the popular Webkinz animals or the new Bratz fashion dolls, which are sold with a USB key dis- Virtual communities have been extensively exam- guised as a necklace that allows the buyer to unlock ined—how to define them, how to design technologi- the Be-Bratz.com virtual world. cal platforms to support them, and how to analyze BarbieGirls.com, by Mattel, registered four million them in terms of usability and desired outcomes. users in the first three months after its launch, with However, most of this research focuses on adult virtu- an average of 45,000 new girls a day. In a recent al worlds, ignoring the unique considerations of vir- New York Times interview regarding this surge in tual worlds for children. Young people have personal, participation, Sherry Turkle said, “For young people, social, and cognitive differences from adults. Thus, there is rather a kind of fluid boundary between while some of the existing research into adult virtual the real and virtual world, and they can easily pass communities may be applicable, it lacks a develop- through it” (Richtel and Stone 2007). mental lens. There are popular virtual worlds that have a less This article presents a developmental context for commercially focused approach. For example, looking at virtual worlds for children. It proposes ad- ZulaWorld.com (based on the children’s TV show dressing four different age groups, each with its own Zula Patrol) focuses on math, science, and technology, developmental needs: young children (under 5 years and the Panwapa virtual world immerses children “in old), children (between 6 and 10 years old), tweens a unique and novel exploration of self, community (10 to 12 years old) and teens (13 to 18 years old). For and cultures from around the world” in order to “em- each age group, examples of popular virtual worlds power a new generation of children, ages 4 to 7, to be are presented, focusing on design considerations as responsible global citizens” (from the website).Panwa- they support developmental trends. pa and many of its design features will be discussed in greater detail in sections to come. Other virtual worlds Popularity of Virtual Worlds for Young People such as Quest Atlantis (Barab et al. 2005; http:// Prescott (2007) reported that of the five top virtual atlantis.crlt.indiana.edu/), River City (Dede et al. world sites, four of them were youth focused1 and 2004, 2005; http://muve.gse.harvard.edu/ were higher rated than adult-oriented equivalents rivercityproject/index.html), Second Life in Educa- such as Second Life and World of Warcraft. The As- tion (http://sleducation.wikispaces.com/), MOOSE sociation of Virtual Worlds published a report en- Crossing (Bruckman 1996; http://www.cc.gatech.edu/ titled “The Blue Book: A Consumer Guide to Virtual elc/moose-crossing/), Whyville (http://www.whyville. Worlds” (Association of Virtual Worlds 2008) in net/smmk/nice), 3DLearn (http://www.3dlearn.com/), which descriptions, links, and categories for hun- Jumpstart (http://www.jumpstart.com/), and Zora dreds of virtual worlds are provided. A count of these (Bers et al. 2007; Bers et al. 2001; http://ase.tufts.edu/ worlds reveals that approximately 110 are categorized devtech/tools.html), to name just a few, are designed as being for kids, 115 for tweens, and 140 for teens by researchers with the hope of engaging young peo- (some worlds, however, are designed for multiple age ple in learning and education (visit http://ase.tufts. groups; for example, kid and tween are often com- edu/devtech/publications/AppendixA.pdf for a table bined, as are tween and teen). showing additional examples of popular commercial- The increasing popularity of virtual worlds for ly available virtual worlds for young people). children is reflected in the 1141 percent increase in From another perspective, KZERO Research visits to the site Webkinz in one year (Prescott 2007), (“Resident experts in virtual worlds”), a UK-based from fewer than one million to over six million company that aims to understand “the marketing (Tiwari 2007). Also in the past year, Club Penguin dynamics relating to virtual worlds,” examined the doubled in popularity, from 1.9 million to 4.7 million current state of virtual worlds by looking at the total visitors (Shore 2008). For many of the sites, however, registered accounts as of the second quarter of 2008.2 this increase is linked with commercial endeavors; for Their research clearly indicates how prevalent virtual example, Club Penguin was acquired by Disney for worlds for youth are: The largest virtual world for $350 million (Barnes 2007), and U.S. retail sales of adults (over age 20) has 13 million registered users, the Webkinz dolls in 2006 earned $45 million (Tiwari while the largest for children or youth has 90 mil- 2007). Many sites tie physical toys to their websites, lion users (and there are six additional worlds with 52 International Journal of Learning and Media / Volume 1 / Number 1 FORMULATIONS & FINDINGS between 17 and 45 million users for people under developmental theorists as they relate to the various 20). As a final indication of the prevalence of virtual aspects of designing developmentally appropriate vir- worlds for youth, eMarketer reports that 24 percent tual worlds for youth. These theorists include some of of the 34.3 million U.S. child and teen Internet users the major names in the field, such as Jean Piaget, Erik visited virtual worlds once a month in 2007, a figure Erikson, and Lev Vygotsky. expected to rise to 34 percent in 2008 and 53 percent The following sections of this article are based by 2011 (Williamson 2008). Virtual worlds are clearly on our research in designing and evaluating a virtual an important component of youth online experience. world for youth called Zora. The Zora platform is an example of a tool that supports the formation of a What Are Virtual Communities for Youth? virtual world for youth ages 11 to 14 (Bers et al. 2001; Bers, Gonzalez-Heydrich, and DeMaso 2001). Zora What Developmental Theory Can Tell Us about Virtual has been used since 1999 with several very different Worlds for Young People populations of young people, including those with In the offline world, environments for children— end-stage renal disease undergoing dialysis treatment including their homes, schools, and playgrounds—are (Bers, Gonzalez-Heydrich, and DeMaso 2003), multi- designed to accommodate their particular develop- cultural groups of freshmen in college (Bers 2008; mental level and age. For example, schools are de- Bers and Chau 2006), post-transplant pediatric pa- signed for different ages of children: Preschool class- tients (Bers et al. 2007; Satoh et al. 2007, 2008), and rooms look very different from elementary school participants in national and international after-school classrooms, which look different from middle school computer-based learning centers (Beals and Bers classrooms, which look different from high school under review). However, because projects using Zora classrooms. Playgrounds too are designed to be best are only research-based studies for a well-defined age for the age group they are meant to serve. group and with small, targeted populations of youth, Virtual worlds are just one more type of environ- the sections below will use the most popular virtual ment that can serve children. As Subrahmanyam communities currently available for each age group as and Greenfield (2008) wrote: “For today’s youth, examples. media technologies are an important social variable We will focus here on six aspects of virtual commu- and…physical and virtual worlds are psychologically nities: (1) purpose, (2) communication, (3) participation, connected; consequently, the virtual world serves (4) play, (5) artifacts, and (6) rules (see figure 1), and as a playing ground for developmental issues from describe how they manifest themselves in virtual worlds the physical world, such as identity…” (p. 124). In for young people in each of the four age groups—young the same way that much research has been devoted children, children, tweens, and teens. to how classrooms should be designed to be devel- We will provide examples from popular virtual opmentally appropriate, research about how virtual worlds. For young children (3 to 5 years) we focus on worlds should be designed to be developmentally ap- Panwapa (http://www.panwapa.com/), a virtual propriate should also be undertaken.